Your Realm has fought hard and pushed all the way to the gates of the other Realm’s City…

or…

Your Realm fought hard but just couldn’t prevent the other Realm from gaining access to your City…

Now what?

With 1.3.5 came an entirely new City Siege experience, from start to finish. This total departure from how the old Cities worked means there’s a lot of new information that needs to be understood to be victorious, whether you’re invading their City or defending yours.

This guide should hopefully get everyone on the same page in regards to how everything works. What it won’t do is describe explicit tactics, as those will vary from instance to instance, server to server, based on the makeup of the warband in each instance. However, as long as you have a firm grasp of how the new sieges work, you should be able to adapt and overcome in any situation you find yourself in.

Good luck!

~Gaar

General Information

There are some basic things you need to know about the new City Sieges that aren’t tied to what Stage you’re in, so let’s cover those first.

The new city is a 24 v 24 instanced battle.

Your instance is self-contained. No other instances affect it. Your victory, or defeat, is entirely in your hands.

The instance uses a Scenario-style grouping system.

You can communicate just in your instance using /sc to chat, just like in a Scenario.

There are now three full Stages to each siege. You participate in all three, there is no unlocking of Stages.

Loot is awarded via Public Quests and their associated Contribution/Bag mechanic. There is no Master-looting.

City Sieges now last a maximum of 2 hours. The first hour is a “Contested” phase, the second is “Safe” mode. Your instance may finish much quicker than this however.

Whether on offense or defense, you have a chance at Invader, Warlord and Sovereign gear.

The new lockouts are “soft” lockouts, meaning you can still participate but you won’t be able to roll on bags. Instead, you’ll receive Crests.

Regardless of whether you were solo, in a group or in a warband prior to entering the City, grouping is handled Scenario-style with people being put into each Party in the order they enter the instance. Once inside, you’ll want to open your Scenario Party window and adjust a few things if you use the Default UI.

First, you’ll want to uncheck the “Show Standard Party Window” button in the bottom right. Once that is done, check all the Party boxes at the top. This will then show all players in every group in a warband-style manner in your UI so you can see everyone.

If you need to move groups, click Leave at the bottom of your party list, then click Join in the Party you wish to move to.

(If you use something other than the Default UI, you’ll need to figure out how to do all this on your own. My advice is to get acquainted with how your UI mod works while in regular Scenarios so you’ll be ready once a City Siege begins.)

Communication is key in the beginning of each instance. You want to try to get your groups balanced and adjusted accordingly before the fight begins.

Personal Preparation

When you first enter one of the new City instances, you will receive a new buff called Personal Preparation. This buff lasts for 5 minutes and functions as a way to allow you to enter an instance, see it’s not going to work for you because your group got split up or it’s empty, and leave without gaining the Quitter! debuff.

Choose, but choose wisely…

Keep in mind, the longer you spend hopping around in instances, the better set up your opponents will be when you get in. Don’t waste too much time!

Lockouts

Note it’s referred to as just “Lockouts” now, not Dungeon Lockouts.

The new City lockouts are “soft” lockouts. This means that you can still join an instance and fight, but you will not be able to roll on Bags. Instead, you’ll receive Crests for your efforts.

You will only receive a lockout timer if your Realm wins a Stage and rolls on Bags. If you opt-out and your Realm wins the Stage, you will still receive a lockout timer since you effectively told the system you don’t care about loot in that Stage. So don’t opt-out unless you really don’t want anything.

Each Stage of the City has PQ Bags for the winners and consolation-prize tokens for the losers. If you’re on lockout for a Stage your Realm won, you’ll receive tokens instead of a chance at a Bag.

Blue Invader Stage Bag Example

Stage 1 is the “Invader” Stage and thus the Gold Bags have random pieces of Invader gear in them. The other colored Bags will have random pieces of gear in them, some of which are very nice for their level. All Bags also have the option of choosing 10 Invader Crests as a reward instead.

Purple Warlord Stage Bag Example

Stage 2 is the “Warlord” Stage and thus the Gold Bags have random pieces of Warlord gear in them. The other colored Bags will have random pieces of gear in them, including weapons, some of which are very nice for their level. All Bags also have the option of choosing 5 Warlord Crests as a reward instead.

Purple Sovereign Stage Bag Example

Stage 3 is the “Sovereign” Stage and thus the Gold Bags have random pieces of Sovereign gear in them. The other colored Bags will have random pieces of gear in them, from BoE armor pieces to BoP jewelry. All Bags also have the option of choosing 5 Royal Crests as a reward instead.

If you’re more interested in the tokens, here’s how each Stage breaks down:

An interesting new feature added in the new City. It shows up as a Rune Priest/Zealot-like ability that you can click after Stage 1 &2. It returns you to the spawn area where you can then get any loot bags you won and re-group before the next Stage. It can be used in-combat as well, but can be set back by damage.

Learn it. Love it. Use it!

The Maps

The new City Sieges use the entire City maps instead of the truncated versions we saw in the old version. This spreads the battle out a bit, allowing for some interesting small-group fights as well as requiring a bit more in terms of coordination amongst the players in your warband.

There’s a lot to learn about the new maps, especially if you aren’t familiar with the layout of the entire City. The best way to familiarize yourself with the Cities is to explore them fully while they aren’t under attack. Knowing the ins and outs of your City as a defender helps to give you the “home field” advantage. As an invader, you’ll want to create a character on the opposite Realm on a different server to explore their City at will prior to an actual siege.

Regardless of which side you play, getting lost during a siege won’t go very far in helping your Realm achieve victory. ;)

Objectives

Each of the Cities has six Objectives that you can capture for your Realm when you invade. Some of the Objectives are gated and unable to be captured without capturing a previous Objective. This creates a progression through the City as the invaders are forced to push in stages and not just skip to the end. Certain Objectives are required to be captured to break down the door to the King as players are unable to damage it. Capturing an Objective adds 5 minutes to the Stage 1 timer, giving the invaders more time to succeed.

Defenders will want to do what they can to prevent or slow the capture of the Objectives.

Ownership of the Objectives is important for multiple reasons other than the Stage requirements for victory. First, the owners of the Objectives have access to Rally Flags at their spawn point that can be used to instantly teleport them from the respawn area to the Objective, allowing for quick, tactical movement through the battlefield during the first two Stages. Second, they grant a 2% Damage/Healing bonus per Objective owned during Stage 3.

Palace Gates/Citadel Door

This is the key to the first Stage of the City.

In Stage 1, invaders must do everything they can to take this door down, however they cannot attack the door directly. Destruction of the door is done via Objective control and the unlocking of NPC helpers whose sole purpose in life is the destruction of that door at all costs, leaving the invaders the freedom to focus on killing the defenders. Each Realm has its own Door Breakers unique to them which will be described below.

Defenders must do everything they can to slow access to the door as well as defend it with their lives once it is under attack. They have double-duty in this regard as they must prevent the invaders from supporting their NPCs while also killing said NPCs to prevent them damaging the door. Tanks can use the Bulwark Renown Ability to heal the door every five minutes as well, thus helping keep it intact for a successful defense.

Alternate Routes

Each map has alternate routes available to access the Choke-Point Objective for that City. I have notated these routes in blue in the maps below. Make sure to explore these options as they allow for more tactical movement through the City which can lead to some fun surprise attacks when coordinated effectively.

Rally Flags

In each Realm’s spawn area, there are Rally Flags lined up against the walls and labeled with the names of the Objectives. If owned by your Realm, these can be used to teleport you directly to that Objective if you died and had to respawn. When these are open to you, they should be used. Simply running out of your respawn area and attempting to get back to the fight when it’s at the other end of the map puts your Realm at a disadvantage due to the amount of time you’re out of the fight.

Visually, it is easy to tell if you can use the flag or not. If it is White, the Objective is contested and you cannot teleport to it. If it shows your Realm’s colors, you own it and can use it. If it shows the opposite Realm’s colors, they own it and thus you cannot use it.

An additional flag becomes available in the middle of your spawn area during Stage 2 that you can use to teleport as well.

Contested Altdorf

To best understand the Objective system and how it works, it is good to divide them into four categories: Primary, Choke-point, Gatekeepers and Optional.

Primary

The Armory and the Siege Workshop are the first Objectives to “unlock” during an invasion of Altdorf. These two Objectives are located at the bottom of the map near the City Gates and the Invader Spawn area. The invaders must capture one of these Objectives to unlock the Choke-point and progress further into the City. You do not need to capture both to progress, only one.

Defenders can attempt to prevent capture of these Objectives or simply wait at the Choke-Point for the inevitable push through there. However, since running the timer out on the Stage is a valid strategy for victory, slowing down the capture of the Primary Objectives even a little bit can help you in the long run. Keep this in mind when discussing tactics with your warband.

Choke-Point

In Altdorf, this is the Emperor’s Circle. Veterans of the old City Sieges should be very familiar with this location. Expect a full 24 v 24 fight here as there’s no reason for anyone to be anywhere else once this Objective has been unlocked. If an invader takes this Objective, all other Objectives in the City are unlocked and able to be attacked at will allowing the invaders a very tactical advantage. Defenders will want to do everything in their power to prevent the loss of this point as there is no better Objective in the City to defend.

Gatekeepers

The Gatekeeper Objectives in Altdorf are the Library and the North Docks. I refer to these as Gatekeepers because only by unlocking one, or both, of these objectives can you do any damage to the door.

Taking the North Docks causes Lobba Gits to spawn, rush to the Palace Gates, set up Rock Lobbas and go to town on the door. Even if the Gits and their Lobbas are destroyed, they will automatically respawn at the Docks and return to set up new Lobbas and continue their attack on the door. This makes this Objective an important one due to the continuous nature of the damage it provides to the door.

No, your other left.

Taking the Library grants access to a Lord of Change. This NPC is trapped inside the Library and must be freed. Once it is freed, it will fly to the Palace Gates and proceed to hurl destruction at the door. If it is killed by the defenders, the invaders must send six people back to free it again.

I may not want to stand here…

The Gits and the Lord of Change can all be healed by the invaders as well, thus slowing their inevitable demise at the hands of the defenders and giving them more time to damage the door.

Optional

The Optional Objective in Altdorf is the South Docks. This Objective doesn’t gate anything in the City. It provides an extra five minutes to invaders in Stage 1 if they capture it, provides a Rally Flag for its owners and gives a bonus to its owners in Stage 3.

Contested Inevitable City

To best understand the Objective system and how it works, it is good to divide them into four categories: Primary, Choke-point, Gatekeepers and Optional.

Primary

The Slaanesh Chambers and the Khorne War Quarters are the first Objectives to unlock in the Inevitable City. These two Objectives are located at the bottom of the map near the City Gates and the Invader Spawn area. The invaders must capture one of these Objectives to unlock the Choke-point and progress further into the City. You do not need to capture both to progress, only one.

Defenders can attempt to prevent capture of these Objectives or simply wait at the Choke-Point for the inevitable push through there. However, since running the timer out on the Stage is a valid strategy for victory, slowing down the capture of the Primary Objectives even a little bit can help you in the long run. Keep this in mind when discussing tactics with your warband.

Choke-Point

In the Inevitable City, this is the Emissary of the Changer. Veterans of the old City Sieges should be very familiar with this location. Expect a full 24 v 24 fight here as there’s no reason for anyone to be anywhere else once this Objective has been unlocked. If an invader takes this Objective, all other Objectives in the City are unlocked and able to be attacked at will allowing the invaders a very tactical advantage. Defenders will want to do everything in their power to prevent the loss of this point as there is no better Objective in the City to defend.

Gatekeepers

The Gatekeeper Objectives in the Inevitable City are the Outcrop and the Lyceum. I refer to these as Gatekeepers because only by unlocking one, or both, of these objectives can you do any damage to the door.

Taking the Outcrop signals Dwarven Airships to land releasing Dwarf Cannoneers that rush to the Citadel Door, set up their equipment and go to town on the door in a way that only Dwarfs can. If they and their equipment are destroyed, they will respawn at the Outcrop and return to the door to set up again. This makes this Objective an important one due to the continuous nature of the damage it provides to the door.

Go get ‘em boys!

Taking the Lyceum grants access to a Sun Dragon. This NPC is trapped inside the Library and must be freed. Once it is freed, it will fly to the Citadel Door and proceed to spew destruction at the door. If it is killed by the defenders, the invaders must send six people back to free it again.

You sure you want to be that close when it wakes up?

The Dwarfs and the Sun Dragon can all be healed by the invaders as well, thus slowing their inevitable demise at the hands of the defenders and giving them more time to damage the door.

Optional

The Optional Objective in the Inevitable City is the Temple of the Damned. This Objective doesn’t gate anything in the City. It provides an extra five minutes to invaders in Stage 1 if they capture it, provides a Rally Flag for its owners and gives a bonus to its owners in Stage 3.

The Stages

The new City Sieges are split up into a preparation phase and three Stages that happen every time, unlike the previous City Sieges. How you do in each of the beginning Stages sets the Stage for the final battle, so it’s in your best interest to win each Stage for your best shot at downing the opposing Realm’s King.

Sir, yes sir!

Once an instance is opened, it immediately starts a preparation phase that lasts for five minutes. This phase allows time for both invaders and defenders to enter the instance and get organized and ready for battle. During this time, you cannot leave your spawn area. You can, however, leave the instance via the portal behind where you spawn if you choose. You should only do this if you still have the personal preparation buff active as otherwise you will receive the Quitter! debuff which will prevent you from joining a new instance until it wears off.

Shame on you!

In Stage 1, the invading Realm is attempting to push from objective to objective in an attempt to breach the doors of their enemy King’s residence. The defending Realm’s job is to prevent this from happening before the timer runs out for the Stage. If the door is breached, the invaders win. If the timer runs out before this happens, the defenders win.

In Stage 2, each King sends out his Warlords to soften up the opposition. The invading Realm’s job is to assist their Warlords as they go from objective to objective and finally get to the door of the King’s residence. Along the way, they’ll need to take out the defending Realm’s Warlords to do this. The defending Realm’s job is to assist their Warlords as they go from objective to objective, taking them back for their Realm, until they get to the gates of the City. Along the way, they’ll need to take out the invading Realm’s Warlords to do this. Oh, and of course, both sides have to deal with each other as well. ;) Whoever gets their Warlord to the other side first, wins. If all four Warlords are killed, the Stage ends in a Draw with both sides effectively “losing”.

In Stage 3, the Kings choose their Champions to help defend them and head out into battle themselves. The goal here for both sides is simple: destroy the four Champions, then take out the opposing Realm’s King. Whoever does this is victorious. If neither King is killed before the timer for the Stage runs out, the invading King calls for a retreat and the Stage ends in a Draw with both sides effectively “losing”.

Stage 1

Stage 1 revolves around Objective control. Invaders must capture the Objectives to have a chance at taking the door down. Defenders must prevent or delay their capture to try to run the timer out. The timer starts initially at 15 minutes. Invaders can add 5 minutes to the clock for each Objective they capture, potentially extending the timer to 45 minutes total.

Capturing an Objective is a two stage process. When you first arrive at the Objective as an invader, you will find three Siege Weapons set up. Each of these must be destroyed to make the Objective vulnerable to capture. Defenders can use the Siege Weapons against the invaders as well as repair them if damaged. Once the Siege Weapons have been destroyed, an NPC Sapper will spawn and make his way towards the Objective with a bomb.

Notice the Dwarf still has a hand free to slap you when you try to take his beer?

The Sappers show up on your map with a color-coded icon for the Realm they belong to for easier tracking of movement. The invaders will want to protect their Sapper, including healing it if it takes damage, and make sure it reaches the destination and drops off the bomb. Once deployed, you must guard it for 30 seconds before it goes off, thus claiming the Objective for your Realm.

Defenders have a couple options here. They can attempt to delay the Sapper via snares, roots, stuns and knockdowns, which can be chained as the Sapper never becomes immune. They can also attempt to kill the Sapper outright on his way to the Objective. (Keep in mind, Sappers are considered Warded opponents. Those without Greater Wards will do less damage to them.) Finally, they can defuse the bomb after it has been dropped off. Right-clicking on it starts a 5-second cast-timer for defusing the bomb. If you take damage, the attempt is broken and must be restarted.

If the bomb fails to go off, a new Sapper will spawn instantly and head out to the Objective again and again until either the Objective is finally claimed for its Realm or until the timer runs out on the Stage.

If the invaders capture one of their Gatekeeper Objectives, the assault on the door will begin. As previously stated, the Dwarfs and Gits will do their job automatically. The Lord of Change and the Sun Dragon must be freed to assist in the fight though. Freeing these helpers requires six people to interact with them.

Hover-Tooltip

Once you have six people who have right-clicked on the helper, the freeing process will begin. You must stand still and remain with the helper until it is freed or else the process will start over. This does require a small time investment, but it can be worth it due to the amount of damage these helpers can do to the door. Once the helper is freed, it will automatically head to the door to do its job. If it dies, you must return with six people to free it again.

Once the Gatekeeper Objectives are taken by the invaders in either City, the fight is funneled into the area approaching the doors.

In Altdorf, the fight is on the steps leading up to the Palace Gates. This creates a multi-level combat area due to the steps, landings and the balconies overlooking the steps.

In the Inevitable City, the fight is on the “Landbridge of Doom” that extends to the Citadel door from the Defender Spawn area. This creates a very unique battle due to the new “bungee jump” feature that has been added to this area of the Abyss. When punted, or jumping, off the edge, you are “bungeed” back onto the landbridge closer to where it begins.

Once the door comes down or the timer runs out, Stage 1 ends. The PQ Loot Roll happens for the winning side with the PQ Chest located at your Realm’s spawn area. Everyone is granted a new ability called “Army Recall” that appears like a Rune Priest/Zealot clickable ability. When used, it teleports you back to your spawn area to access the PQ Chest and regroup for Stage 2. If you choose not to use it, you will automatically be teleported back to the spawn area when the PQ Loot phase ends.

Stage 2

Stage 2 revolves entirely around the progress of the NPC Warlords for your Realm. The goal is to get your Realm’s Warlord to the other side of the map before the opposition does the same with theirs. The timer on this Stage is 30 minutes, but rarely lasts that long due to the nature of the Stage.

The Warlords for Order are Patriarch Thyrus Gorman and Grand Theogonist Volkmar. The Warlords for Destruction are Engra Deathsword and Lycithas the Harridan Seer.

The Warlords are very focused in their duties, but each side has different priorities. They are marked on your map with color-coded icons representing their Realm for easy tracking of movement.

The Warlords for the invading Realm will move from Objective to Objective through the City, not stopping unless they run into an opposing Warlord, until they reach the door to the other Realm’s King.

The Warlords for the defending Realm will move from Objective to Objective through the City attempting to reach the City Gates, but if they reach an Objective their Realm does not control, they will stop to take it back. They will first decimate the NPC guards for the other Realm (they don’t need help with this) and then will stop for a few moments to reclaim the Objective. This may take a while and they must be protected while they do so.

Taking back the Library

Warlords will ignore players completely while performing their duties. They will only stop to claim an Objective if they are on the Defending Realm or if they meet an opposing Realm’s Warlord. If this happens, they will lock together in mortal combat until one falls.

Warlords can be snared, rooted, knocked down, etc. They can also be healed by their own Realm. They are considered Warded opponents and require Superior Wards to do full damage to them.

Your job in this Stage is to support the Warlords in their efforts and, along the way, stop the opposing Realm’s Warlords. If you are defending, this is a good chance to get back some Objectives for the bonuses they give in Stage 3. If both of your Warlords are killed, there is no way for you to win this Stage. If all Warlords on both sides are killed, the Stage ends in a Draw.

Once the Stage ends, you will receive the Army Recall ability again and can use it to return to your spawn point to regroup or obtain your Bag if your side was victorious.

Stage 3

Depending on how Stage 2 ended, this fight can occur in two different places. If the invaders were victorious in Stage 2 or the Stage ended in a draw, the battle occurs inside the King’s chambers. If the defenders were victorious, the battle occurs at the City Gates. The timer for this Stage is 30 minutes, however most fights will be over far quicker than that.

The number of Objectives your side controlled during Stage 2 will determine Realm-wide bonuses during this final Stage. For each Objective your side owns, your Realm gains 2% to the damage you deal and 2% to the healing you do. So, if one side owns all six Objectives, they will gain a 12% bonus to both damage and healing.

Stage 3 revolves around the King and his Champions. Each King will pick one player from each archetype (Tank, Healer, Melee DPS, Ranged DPS) and make them a Champion. These Champions are the key to the final fight and gain some unique bonuses from their leader.

Order Tooltip

Champions – The Sword and Shield of their King

Champions are chosen for each archetype based on a cascading Ward-check. Those with the most powerful Wards (and more of them) will be selected over others. If more than one person of an archetype has the same amount and level of Wards, one is chosen at random between those that qualify. If no one of that archetype is Warded, the Champion is chosen at random. If no one from that archetype is present, that Champion will be considered lost and that side starts out at a deficit for the PQ victory conditions. The Champions must remain in close proximity to their King or risk losing their status and thus putting their Realm at a disadvantage.

It is of the utmost importance in this fight to keep your Champions alive at all costs. Their lives are worth more than even an entire group of non-Champion players. For as long as one Champion lives, their King cannot be killed. Thus the Champions are their Kings true shield from the opposite Realm.

However, they are also the King’s true sword as well. They are considered Warded opponents, just like you would face in a dungeon. Thus they both take less damage from those without the proper Wards to defeat them and do more damage to those without the proper Wards to engage them. A Champion DPS class can truly decimate the other Realm’s un-Warded, non-Champion forces in their efforts to both protect their own King and defeat their opponents.

Champions are also awarded the ability to ask for help from their King. This ability shows up as would a Rune Priest/Zealot clickable abililty and is called Building Reprisal. It requires ten charges to become active. Charges are built based on being critically hit and you can only gain one charge every six seconds. Once the ability is fully charged, unleash it right away. It is a targetable AOE attack against the other Realm. For Destruction, Tchar’zanek will call forth a Tornado on the spot you chose. For Order, Karl Franz will call down a Comet from the sky to smash into the spot you chose. These attacks are an AOE DoT that lasts for 20 seconds and all charges are lost when used. Choose your location carefully as these abilities can turn the tide of the battle when used correctly.

Note: As healing from non-Champion sources is mitigated on a Champion, it is important to group all your Champions together before the fight begins so group heals can be most effective. This does not mean it isn’t important to heal your Champions as a non-Champion healer, it just means those heals will have a much smaller effect than they would on other non-Champion players.Also, it is hard to tell if non-Champion heals are having much of an effect since Champions have >55k health so their bar won’t move much unless they’re healed by the Healer Champion.Do not take that non-movement as your heals not doing anything as they add up over time and can help negate the effect of damage from non-Champion players against the Champion.

The Kings

When combat begins, Karl and Tchar’zanek will rush toward each other and engage in battle. They do not care about anyone in that room. They do no damage to anyone else, only to each other once one is made vulnerable. The Kings are considered Warded opponents and require Excelsior Wards to do full damage to them from players once made vulnerable. Once they’re vulnerable and taking damage, Kings can be healed by their own Realm.

The Battle

Your first goal in Stage 3 is to take out the opposing Realm’s Champions. Once you’ve done this, their King is vulnerable. To prevent your King from becoming vulnerable as well, you will still need to keep your Champions protected. As long as you have even one remaining, you have the advantage. If all Champions on both sides are defeated, the side that can down their opponent’s King first wins.

Once the King goes down, it’s time to clean up the mess. The losing Realm’s players will be disabled (literally via the Routed debuff) by the loss of their King and are free to be destroyed by the winners. They can no longer respawn in the City.

You’re toast.

If neither side can finish off a King before the timer runs out, the fight ends in a Draw.

The Aftermath

If there was a winner, that side will have time to grab any loot they won before being teleported outside the City. If there is still time left in the siege, you may even be able to join an instance already in progress or start a new one and do it all over again due to the nature of the new lockouts.

As adjustments are made to the way the Cities work now, I’ll try to keep this guide updated. I’ll also try to add more pictures and details where appropriate. This was made based on information gained during the testing process of the City, so if something has already changed and I missed it, let me know and I’ll update it right away. Thanks!

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I am still learning everything about the city. I kept hearing people say use the rally flags, but never knew they were at our spawn. Now I know.

Another thing is I kept seeing people say to use their army recall. I kept looking in my bags for a guild scroll looking thing instead it is like a runepriest/zealot spell that shows right above your spellbar that will recall you back to the spawn. It is nice because than you can teleport to the next spot with a rally flag, and out strategize the other faction most of the time.

Just an fyi. If Order is invading IC always go to the right in stage 2, and protect Theogeolist Volkmar. He is faster than the other. I suggest not trying to kill theirs, or trying to protect both. At least now this strat works pretty good.

I didn’t really see where the chests spawn except in stage 3 so it would be nice to know where they actually spawn once the rolls are over. Do they show up in the mail like keep bags if you don’t loot in time?

How about bonus renown for taking objectives, winning stages, and etc? What are they, and how much?

Also it takes six people to spawn the dragon who stand completely still. It may take a minute or two for it to awaken him.

Just a funny thing we did last night. Destro was clogging the chokepoint where the old city spawn point used to be. About a party of us went around and attacked the objective, and destroyed it with no destro even realizing we were attacking it. We saw them all in the hallway facing the other direction as we destroyed each siege weapon. It was a mastercard priceless moment. I wish I had fraps running.

Killing king was something around 4000 rp. Capturing objective in stage 1 was around 800 rp. Wish I’d knew the objective gives bonus as I ran straight to next objective when sapper was there >.< (instance had very few opposition)

"Those with the most powerful Wards (and more of them) will be selected over others." Either the ward check bugged, or it just checks for supreme ward, as my lowbie alt lvl34 with only one greater got chosen over rr69 with 4 excelsior.

Nice guide, also all PQ chests are spawned in your camp so once a stage ends I’d suggest using Army Recall to get back n claim your price…

Yesterday during an Altdorf siege I happen to become champ n as a squiggy it was as much fun as I’d ever have during that siege lol… Wish I had been stabbin specced tho lol… On the other hand I’ve noticed that during the warlord stage that most ppl if defending don’t give a damn about the invading warlord getting close to the palace, same usually goes for the opposite. It’s annoying when you do so much work n almost win just to lose cause ppl didn’t bother killing that warlord close to camp/gates…

About other 1.3.5 changes I got to say that the ancient crest system seems like a good idea overall, but I can’t agree with the 1:1 crest conversion… At least not in it’s current form, if they were to add a 5:1 crest conversion upwards then I guess I could live with it lol who wouldn’t want something to do with all those conq/invader/warlord crests you don’t need once you got full Warlord? Not like you can trade them to another char that needs them.

The new lockout system is interesting. I especially like the fact that my R32 Witch Hunter now has the Warlord belt and Sovereign hat, due to the instance being full of locked people (only ~6 actually were able to roll).